Files
nethack/sys/winnt/Makefile.msc
2016-01-01 22:01:25 -05:00

1574 lines
52 KiB
Makefile

# NetHack 3.6 Makefile.msc $NHDT-Date: 1451610993 2016/01/01 01:16:33 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.101 $ */
# Copyright (c) NetHack PC Development Team 1993-2015
#
#==============================================================================
# Build Tools Environment
#
# NetHack 3.6.x Makefile for MS Visual Studio Visual C++ compiler
#
# Visual Studio Compilers Tested:
# - Microsoft Visual Studio 2010 Express, with the Platform SDK
# - Microsoft Visual Studio 2013 Express
# - Microsoft Visual Studio 2015 Express (pre-release)
#
#==============================================================================
# This is used for building two versions of NetHack:
#
# A tty port utilizing the Win32 Console I/O subsystem, Console
# NetHack.exe
#
# A Win32 native port built on the Windows API, Graphical NetHack or
# NetHackW.exe
#
# In addition to your C compiler,
#
# if you want to change you will need a
# files with suffix workalike for
# .y yacc (such as bison)
# .l lex (such as flex)
#
# If you have any questions read the sys/winnt/Install.nt file included
# with the distribution.
#==============================================================================
# Before we get started, this section is used to determine the version of
# Visual Studio we are using. We set VSVER to 0000 to flag any version that
# is too old or untested.
#
!IF "$(_NMAKE_VER)" == "14.00.22310.1"
VSVER=2015
!ELSEIF "$(_NMAKE_VER)" == "12.00.21005.1"
VSVER=2013
!ELSEIF "$(_NMAKE_VER)" == "11.00.50727.1"
VSVER=2012
!ELSEIF "$(_NMAKE_VER)" == "10.00.40219.01"
VSVER=2010
!ELSE
VSVER=0000 #untested version
!ENDIF
#==============================================================================
# BUILD DECISIONS SECTION
#
# There are currently only 3 decisions that you have to make.
# 1. 32-bit or 64-bit?
# 2. Where do you want your build to end up?
# 3. Do you want debug information in the executable?
#
#---------------------------------------------------------------
#==============================================================================
# 1. 32-bit or 64-bit? (comment/uncomment appropriate TARGET_CPU line)
#
!IF ($(VSVER) >= 2012)
#
# 64 bit
#TARGET_CPU=x64
#
# 32 bit
TARGET_CPU=x86
!ELSE
# For VS2010 use "setenv /x86" or "setenv /x64" before invoking make process
# DO NOT DELETE THE FOLLOWING LINE
!include <win32.mak>
!ENDIF
#
#---------------------------------------------------------------
# 2. Where do you want the game to be built (which folder)?
#
GAMEDIR = ..\binary # Game directory
#
#---------------------------------------------------------------
# 3. Do you want debug information in the executable?
#
DEBUGINFO = Y
#==============================================================================
# This marks the end of the BUILD DECISIONS section.
#==============================================================================
#
#===============================================
#======= End of Modification Section ===========
#===============================================
#
################################################
# #
# Nothing below here should have to be changed.#
# #
################################################
#
#==============================================================================
# Set the gamedir according to your preference.
# If not present prior to compilation it gets created.
#
# Source directories. Makedefs hardcodes these, don't change them.
#
INCL = ..\include # NetHack include files
DAT = ..\dat # NetHack data files
DOC = ..\doc # NetHack documentation files
UTIL = ..\util # Utility source
SRC = ..\src # Main source
SSYS = ..\sys\share # Shared system files
MSWSYS= ..\sys\winnt # mswin specific files
TTY = ..\win\tty # window port files (tty)
MSWIN = ..\win\win32 # window port files (WIN32)
WSHR = ..\win\share # Tile support files
#
# Object directory.
#
OBJ = o
cc=cl
link=link
rc=Rc
#
#==========================================
# Exe File Info.
#==========================================
#
#
# Optional high-quality BSD random number generation routines
# (see pcconf.h). Set to nothing if not used.
#
RANDOM = $(OBJ)\random.o
#RANDOM =
WINPFLAG= -DTILES -DMSWIN_GRAPHICS -DWIN32CON
# To store all the level files,
# help files, etc. in a single library file.
# USE_DLB = Y is left uncommented
USE_DLB = Y
! IF ("$(USE_DLB)"=="Y")
DLBFLG = -DDLB
! ELSE
DLBFLG =
! ENDIF
#
# If you defined ZLIB_COMP in include/config.h and you need
# to link with the zlib.lib library, uncomment the line below.
# If necessary, prefix explicit path information to the file name
# otherwise it assumes the NetHack src directory.
#
#ZLIB = zlib.lib
#==========================================
#==========================================
# Setting up the compiler and linker
#==========================================
#==========================================
!IF "$(TARGET_CPU)" == ""
TARGET_CPU=x86
!ENDIF
!IF "$(_NMAKE_VER)" == "10.00.40219.01"
CL2013=
!ELSE
! IF ($(VSVER) > 2010)
CL2013=-sdl
! ENDIF
!ENDIF
ccommon= -c -nologo -D"_CONSOLE" -D"_CRT_NONSTDC_NO_DEPRECATE" -D"_CRT_SECURE_NO_DEPRECATE" \
-D"_LIB" -D"_SCL_SECURE_NO_DEPRECATE" -D"_VC80_UPGRADE=0x0600" -D"DLB" -D"_MBCS" \
-DCRTAPI1=_cdecl -DCRTAPI2=_cdecl -D"NDEBUG" -D"YY_NO_UNISTD_H" -EHsc -fp:precise -Gd -GF -GS -Gy \
$(CL2013) -WX- -Zc:forScope -Zc:wchar_t -Zi
cdebug= -analyze- -D"_DEBUG" -Gm -MTd -RTC1 -Od
crelease= -analyze- -D"_MBCS" -errorReport:prompt -Gm- -MT -O2 -Ot -Ox -Oy
lcommon= /NOLOGO /INCREMENTAL:NO
!IF "$(DEBUGINFO)" == "Y"
ldebug = /DEBUG
cflags1=$(ccommon) $(cdebug)
lflags1=$(lcommon) $(ldebug)
!ELSE
ldebug= /DEBUG
cflags1=$(ccommon) $(crelease)
lflags1=$(lcommon) $(ldebug)
!ENDIF
lflags= $(lflags1)
!IF "$(TARGET_CPU)" == "x86"
cflags = $(cflags1) -D_X86_=1 -DWIN32 -D_WIN32 -W3
scall = -Gz
!ELSEIF "$(TARGET_CPU)" == "x64"
cflags = $(cflags1) -D_AMD64_=1 -DWIN64 -D_WIN64 -DWIN32 -D_WIN32 -W4
scall =
!ENDIF
!IF ($(VSVER) >= 2012)
cflags = $(cflags:-W4=-W3)
!ENDIF
#More verbose warning output options below
#cflags = $(cflags:-W4=-wd4131
#cflags = $(cflags:-W4=-Wall)
#cflags = $(cflags:-W3=-wd4131
#cflags = $(cflags:-W3=-Wall)
# declarations for use on Intel x86 systems
!IF "$(TARGET_CPU)" == "x86"
DLLENTRY = @12
EXEVER=5.01
MACHINE=/MACHINE:X86
!ENDIF
# declarations for use on AMD64 systems
!IF "$(TARGET_CPU)" == "x64"
DLLENTRY =
EXEVER=5.02
MACHINE=/MACHINE:X64
!ENDIF
# for Windows applications
conlflags = $(lflags) -subsystem:console,$(EXEVER)
guilflags = $(lflags) -subsystem:windows,$(EXEVER)
dlllflags = $(lflags) -entry:_DllMainCRTStartup$(DLLENTRY) -dll
# basic subsystem specific libraries, less the C Run-Time
baselibs = kernel32.lib $(optlibs) $(winsocklibs) advapi32.lib
winlibs = $(baselibs) user32.lib gdi32.lib comdlg32.lib winspool.lib
# for Windows applications that use the C Run-Time libraries
conlibs = $(baselibs)
guilibs = $(winlibs)
#
INCLDIR= /I..\include
#==========================================
# Util builds
#==========================================
cflagsBuild = $(cflags) $(INCLDIR) $(WINPFLAG) $(DLBFLG)
lflagsBuild = $(lflags) $(conlibs) $(MACHINE)
#==========================================
# - Game build
#==========================================
LIBS= user32.lib winmm.lib $(ZLIB)
! IF ("$(USE_DLB)"=="Y")
DLB = nhdat
! ELSE
DLB =
! ENDIF
#==========================================
#================ MACROS ==================
#==========================================
# This section creates shorthand macros for many objects
# referenced later on in the Makefile.
#
#
# Shorten up the location for some files
#
O = $(OBJ)^\
U = $(UTIL)^\
#
# Utility Objects.
#
MAKESRC = $(U)makedefs.c
MAKEOBJS = $(O)makedefs.o $(O)monst.o $(O)objects.o
LEVCOMPOBJS = $(O)lev_yacc.o $(O)lev_lex.o $(O)lev_main.o \
$(O)alloc.o $(O)decl.o $(O)drawing.o $(O)monst.o $(O)objects.o $(O)panic.o
DGNCOMPOBJS = $(O)dgn_yacc.o $(O)dgn_lex.o $(O)dgn_main.o \
$(O)alloc.o $(O)panic.o
RECOVOBJS = $(O)recover.o
TILEFILES = $(WSHR)\monsters.txt $(WSHR)\objects.txt $(WSHR)\other.txt
#
# These are not invoked during a normal game build in 3.4
#
TEXT_IO = $(O)tiletext.o $(O)tiletxt.o $(O)drawing.o \
$(O)decl.o $(O)monst.o $(O)objects.o
TEXT_IO32 = $(O)tilete32.o $(O)tiletx32.o $(O)drawing.o \
$(O)decl.o $(O)monst.o $(O)objects.o
GIFREADERS = $(O)gifread.o $(O)alloc.o $(O)panic.o
GIFREADERS32 = $(O)gifrd32.o $(O)alloc.o $(O)panic.o
PPMWRITERS = $(O)ppmwrite.o $(O)alloc.o $(O)panic.o
#
# Object files for the game itself.
#
VOBJ01 = $(O)allmain.o $(O)alloc.o $(O)apply.o $(O)artifact.o
VOBJ02 = $(O)attrib.o $(O)ball.o $(O)bones.o $(O)botl.o
VOBJ03 = $(O)cmd.o $(O)dbridge.o $(O)decl.o $(O)detect.o
VOBJ04 = $(O)dig.o $(O)display.o $(O)do.o $(O)do_name.o
VOBJ05 = $(O)do_wear.o $(O)dog.o $(O)dogmove.o $(O)dokick.o
VOBJ06 = $(O)dothrow.o $(O)drawing.o $(O)dungeon.o $(O)eat.o
VOBJ07 = $(O)end.o $(O)engrave.o $(O)exper.o $(O)explode.o
VOBJ08 = $(O)extralev.o $(O)files.o $(O)fountain.o $(O)hack.o
VOBJ09 = $(O)hacklib.o $(O)invent.o $(O)light.o $(O)lock.o
VOBJ10 = $(O)mail.o $(O)pcmain.o $(O)makemon.o $(O)mapglyph.o $(O)mcastu.o
VOBJ11 = $(O)mhitm.o $(O)mhitu.o $(O)minion.o $(O)mklev.o
VOBJ12 = $(O)mkmap.o $(O)mkmaze.o $(O)mkobj.o $(O)mkroom.o
VOBJ13 = $(O)mon.o $(O)mondata.o $(O)monmove.o $(O)monst.o
VOBJ14 = $(O)monstr.o $(O)mplayer.o $(O)mthrowu.o $(O)muse.o
VOBJ15 = $(O)music.o $(O)o_init.o $(O)objects.o $(O)objnam.o
VOBJ16 = $(O)options.o $(O)pager.o $(O)pickup.o $(O)pline.o
VOBJ17 = $(O)polyself.o $(O)potion.o $(O)pray.o $(O)priest.o
VOBJ18 = $(O)quest.o $(O)questpgr.o $(RANDOM) $(O)read.o
VOBJ19 = $(O)rect.o $(O)region.o $(O)restore.o $(O)rip.o
VOBJ20 = $(O)rnd.o $(O)role.o $(O)rumors.o $(O)save.o
VOBJ21 = $(O)shk.o $(O)shknam.o $(O)sit.o $(O)sounds.o
VOBJ22 = $(O)sp_lev.o $(O)spell.o $(O)steal.o $(O)steed.o
VOBJ23 = $(O)sys.o $(O)teleport.o $(O)timeout.o $(O)topten.o
VOBJ24 = $(O)track.o $(O)trap.o $(O)u_init.o $(O)uhitm.o
VOBJ25 = $(O)vault.o $(O)vis_tab.o $(O)vision.o $(O)weapon.o
VOBJ26 = $(O)were.o $(O)wield.o $(O)windows.o $(O)wizard.o
VOBJ27 = $(O)worm.o $(O)worn.o $(O)write.o $(O)zap.o
DLBOBJ = $(O)dlb.o
REGEX = $(O)cppregex.o
TTYOBJ = $(O)topl.o $(O)getline.o $(O)wintty.o
SOBJ = $(O)winnt.o $(O)pcsys.o $(O)pcunix.o \
$(SOUND) $(O)nhlan.o
OBJS = $(VOBJ01) $(VOBJ02) $(VOBJ03) $(VOBJ04) $(VOBJ05) \
$(VOBJ06) $(VOBJ07) $(VOBJ08) $(VOBJ09) $(VOBJ10) \
$(VOBJ11) $(VOBJ12) $(VOBJ13) $(VOBJ14) $(VOBJ15) \
$(VOBJ16) $(VOBJ17) $(VOBJ18) $(VOBJ19) $(VOBJ20) \
$(VOBJ21) $(VOBJ22) $(VOBJ23) $(VOBJ24) $(VOBJ25) \
$(VOBJ26) $(VOBJ27) $(VOBJ28) $(VOBJ29) $(REGEX)
GUIOBJ = $(O)mhaskyn.o $(O)mhdlg.o \
$(O)mhfont.o $(O)mhinput.o $(O)mhmain.o $(O)mhmap.o \
$(O)mhmenu.o $(O)mhmsgwnd.o $(O)mhrip.o $(O)mhsplash.o \
$(O)mhstatus.o $(O)mhtext.o $(O)mswproc.o $(O)winhack.o
GUIHDR = $(MSWIN)\mhaskyn.h $(MSWIN)\mhdlg.h $(MSWIN)\mhfont.h \
$(MSWIN)\mhinput.h $(MSWIN)\mhmain.h $(MSWIN)\mhmap.h $(MSWIN)\mhmenu.h \
$(MSWIN)\mhmsg.h $(MSWIN)\mhmsgwnd.h $(MSWIN)\mhrip.h $(MSWIN)\mhstatus.h \
$(MSWIN)\mhtext.h $(MSWIN)\resource.h $(MSWIN)\winMS.h
COMCTRL = comctl32.lib
KEYDLLS = $(GAMEDIR)\nhdefkey.dll $(GAMEDIR)\nh340key.dll $(GAMEDIR)\nhraykey.dll
TILEUTIL16 = $(UTIL)\tile2bmp.exe
TILEBMP16 = $(SRC)\tiles.bmp
TILEUTIL32 = $(UTIL)\til2bm32.exe
TILEBMP32 = $(SRC)\tiles32.bmp
SOUND = $(OBJ)\ntsound.o
VVOBJ = $(O)version.o
ALLOBJ = $(SOBJ) $(DLBOBJ) $(WOBJ) $(OBJS) $(VVOBJ)
OPTIONS_FILE = $(DAT)\options
#==========================================
# Header file macros
#==========================================
CONFIG_H = $(INCL)\config.h $(INCL)\config1.h $(INCL)\tradstdc.h \
$(INCL)\global.h $(INCL)\coord.h $(INCL)\vmsconf.h \
$(INCL)\system.h $(INCL)\unixconf.h $(INCL)\os2conf.h \
$(INCL)\micro.h $(INCL)\pcconf.h $(INCL)\tosconf.h \
$(INCL)\amiconf.h $(INCL)\macconf.h $(INCL)\beconf.h \
$(INCL)\ntconf.h
HACK_H = $(INCL)\hack.h $(CONFIG_H) $(INCL)\align.h $(INCL)\context.h \
$(INCL)\dungeon.h $(INCL)\monsym.h $(INCL)\mkroom.h \
$(INCL)\objclass.h $(INCL)\youprop.h $(INCL)\prop.h \
$(INCL)\permonst.h $(INCL)\monattk.h \
$(INCL)\monflag.h $(INCL)\mondata.h $(INCL)\pm.h \
$(INCL)\wintype.h $(INCL)\decl.h $(INCL)\quest.h \
$(INCL)\spell.h $(INCL)\color.h $(INCL)\obj.h \
$(INCL)\you.h $(INCL)\attrib.h $(INCL)\monst.h $(INCL)\lint.h \
$(INCL)\mextra.h $(INCL)\skills.h $(INCL)\onames.h \
$(INCL)\timeout.h $(INCL)\trap.h $(INCL)\flag.h $(INCL)\rm.h \
$(INCL)\vision.h $(INCL)\display.h $(INCL)\engrave.h \
$(INCL)\rect.h $(INCL)\region.h $(INCL)\winprocs.h $(INCL)\botl.h \
$(INCL)\wintty.h $(INCL)\sys.h $(INCL)\trampoli.h
LEV_H = $(INCL)\lev.h
DGN_FILE_H = $(INCL)\dgn_file.h
LEV_COMP_H = $(INCL)\lev_comp.h
SP_LEV_H = $(INCL)\sp_lev.h
TILE_H = ..\win\share\tile.h
#==========================================
# Miscellaneous
#==========================================
DATABASE = $(DAT)\data.base
#==========================================
#================ RULES ==================
#==========================================
.SUFFIXES: .exe .o .til .uu .c .y .l
#==========================================
# Rules for files in src
#==========================================
.c{$(OBJ)}.o:
@$(cc) $(cflagsBuild) -Fo$@ $<
{$(SRC)}.c{$(OBJ)}.o:
@$(cc) $(cflagsBuild) -Fo$@ $<
#==========================================
# Rules for files in sys\share
#==========================================
{$(SSYS)}.c{$(OBJ)}.o:
@$(cc) $(cflagsBuild) -Fo$@ $<
{$(SSYS)}.cpp{$(OBJ)}.o:
@$(CC) $(cflagsBuild) /EHsc -Fo$@ $<
#==========================================
# Rules for files in sys\winnt
#==========================================
{$(MSWSYS)}.c{$(OBJ)}.o:
@$(cc) $(cflagsBuild) -Fo$@ $<
{$(MSWSYS)}.h{$(INCL)}.h:
@copy $< $@
#==========================================
# Rules for files in util
#==========================================
{$(UTIL)}.c{$(OBJ)}.o:
@$(cc) $(cflagsBuild) -Fo$@ $<
#==========================================
# Rules for files in win\share
#==========================================
{$(WSHR)}.c{$(OBJ)}.o:
@$(cc) $(cflagsBuild) -Fo$@ $<
{$(WSHR)}.h{$(INCL)}.h:
@copy $< $@
#{$(WSHR)}.txt{$(DAT)}.txt:
# @copy $< $@
#==========================================
# Rules for files in win\tty
#==========================================
{$(TTY)}.c{$(OBJ)}.o:
$(cc) $(cflagsBuild) -Fo$@ $<
#==========================================
# Rules for files in win\win32
#==========================================
{$(MSWIN)}.c{$(OBJ)}.o:
@$(cc) $(cflagsBuild) -Fo$@ $<
#==========================================
#=============== TARGETS ==================
#==========================================
#
# The default make target (so just typing 'nmake' is useful).
#
default : install
#
# The game target.
#
#
# Everything
#
all : install
install: envchk $(O)obj.tag $(O)utility.tag $(GAMEDIR)\NetHack.exe $(GAMEDIR)\NetHackW.exe $(O)install.tag
@echo Done.
$(O)install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
$(DAT)\oracles $(DAT)\quest.dat $(O)sp_lev.tag $(DLB)
! IF ("$(USE_DLB)"=="Y")
copy nhdat $(GAMEDIR)
copy $(DAT)\license $(GAMEDIR)
copy $(DAT)\opthelp $(GAMEDIR)
! ELSE
copy $(DAT)\*. $(GAMEDIR)
copy $(DAT)\*.dat $(GAMEDIR)
copy $(DAT)\*.lev $(GAMEDIR)
if exist $(GAMEDIR)\makefile del $(GAMEDIR)\makefile
! ENDIF
if not exist $(GAMEDIR)\sysconf copy $(MSWSYS)\sysconf $(GAMEDIR)
if exist $(DAT)\symbols copy $(DAT)\symbols $(GAMEDIR)
if exist $(DOC)\guidebook.txt copy $(DOC)\guidebook.txt $(GAMEDIR)\Guidebook.txt
if exist $(DOC)\nethack.txt copy $(DOC)\nethack.txt $(GAMEDIR)\NetHack.txt
@if exist $(GAMEDIR)\NetHack.PDB echo NOTE: You may want to remove $(GAMEDIR:\=/)/NetHack.PDB to conserve space
@if exist $(GAMEDIR)\NetHackW.PDB echo NOTE: You may want to remove $(GAMEDIR:\=/)/NetHackW.PDB to conserve space
-copy $(MSWSYS)\defaults.nh $(GAMEDIR)\defaults.nh
-if not exist $(GAMEDIR)\record. goto>$(GAMEDIR)\record.
echo install done > $@
# copy $(MSWSYS)\winnt.hlp $(GAMEDIR)
recover: $(U)recover.exe
if exist $(U)recover.exe copy $(U)recover.exe $(GAMEDIR)
if exist $(DOC)\recover.txt copy $(DOC)\recover.txt $(GAMEDIR)\recover.txt
$(O)sp_lev.tag: $(O)utility.tag $(DAT)\bigroom.des $(DAT)\castle.des \
$(DAT)\endgame.des $(DAT)\gehennom.des $(DAT)\knox.des \
$(DAT)\medusa.des $(DAT)\oracle.des $(DAT)\tower.des \
$(DAT)\yendor.des $(DAT)\arch.des $(DAT)\barb.des \
$(DAT)\caveman.des $(DAT)\healer.des $(DAT)\knight.des \
$(DAT)\monk.des $(DAT)\priest.des $(DAT)\ranger.des \
$(DAT)\rogue.des $(DAT)\samurai.des $(DAT)\sokoban.des \
$(DAT)\tourist.des $(DAT)\valkyrie.des $(DAT)\wizard.des
cd $(DAT)
$(U)levcomp bigroom.des
$(U)levcomp castle.des
$(U)levcomp endgame.des
$(U)levcomp gehennom.des
$(U)levcomp knox.des
$(U)levcomp mines.des
$(U)levcomp medusa.des
$(U)levcomp oracle.des
$(U)levcomp sokoban.des
$(U)levcomp tower.des
$(U)levcomp yendor.des
$(U)levcomp arch.des
$(U)levcomp barb.des
$(U)levcomp caveman.des
$(U)levcomp healer.des
$(U)levcomp knight.des
$(U)levcomp monk.des
$(U)levcomp priest.des
$(U)levcomp ranger.des
$(U)levcomp rogue.des
$(U)levcomp samurai.des
$(U)levcomp tourist.des
$(U)levcomp valkyrie.des
$(U)levcomp wizard.des
cd $(SRC)
echo sp_levs done > $(O)sp_lev.tag
$(O)utility.tag: $(INCL)\date.h $(INCL)\onames.h $(INCL)\pm.h \
$(SRC)\monstr.c $(SRC)\vis_tab.c \
$(U)levcomp.exe $(INCL)\vis_tab.h \
$(U)dgncomp.exe $(TILEUTIL16)
@echo utilities made >$@
@echo utilities made.
tileutil: $(U)gif2txt.exe $(U)gif2tx32.exe $(U)txt2ppm.exe
@echo Optional tile development utilities are up to date.
$(O)winhack.res: $(TILEBMP16) $(MSWIN)\winhack.rc $(MSWIN)\mnsel.bmp \
$(MSWIN)\mnselcnt.bmp $(MSWIN)\mnunsel.bmp \
$(MSWIN)\petmark.bmp $(MSWIN)\pilemark.bmp $(MSWIN)\NetHack.ico $(MSWIN)\rip.bmp \
$(MSWIN)\splash.bmp
@$(rc) -r -fo$@ -i$(MSWIN) -dNDEBUG $(MSWIN)\winhack.rc
$(O)console.res: $(MSWSYS)\console.rc $(MSWSYS)\NetHack.ico
@$(rc) -r -fo$@ -i$(MSWSYS) -dNDEBUG $(MSWSYS)\console.rc
#==========================================
# The game targets.
#==========================================
# The section for linking the NetHack image looks a little strange at
# first, especially if you are used to UNIX makes, or NDMAKE. It is
# Microsoft nmake specific, and it gets around the problem of the
# link command line being too long for the linker. An "in-line" linker
# response file is generated temporarily.
#
# It takes advantage of the following features of nmake:
#
# Inline files :
# Specifying the "<<" means to start an inline file.
# Another "<<" at the start of a line closes the
# inline file.
#
# Substitution within Macros:
# $(mymacro:string1=string2) replaces every
# occurrence of string1 with string2 in the
# macro mymacro. Special ascii key codes may be
# used in the substitution text by preceding it
# with ^ as we have done below. Every occurence
# of a <tab> in $(ALLOBJ) is replaced by
# <+><return><tab>.
GAMEOBJ=$(ALLOBJ:^ =^
)
GAMEOBJ=$(GAMEOBJ:^ =^
)
#
# DO NOT INDENT THE << below!
#
# NetHack
# full gui linkage libs:
# libs: $(LIBS) $(conlibs) $(guilibs) $(COMCTRL)
# objs: $(GAMEOBJ) $(TTYOBJ) $(O)nttty.o $(O)tile.o $(GUIOBJ)
# otherwise:
# libs: $(LIBS) $(conlibs)
# objs: $(GAMEOBJ) $(TTYOBJ) $(O)tile.o $(O)guistub.o
$(GAMEDIR)\NetHack.exe : $(O)gamedir.tag $(O)tile.o $(O)nttty.o $(O)guistub.o \
$(ALLOBJ) $(TTYOBJ) $(GUIOBJ) $(O)console.res $(KEYDLLS)
@if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR)
@echo Linking $(@:\=/)
$(link) $(lflagsBuild) $(conlflags) /STACK:2048 /PDB:$(GAMEDIR)\$(@B).PDB /MAP:$(O)$(@B).MAP \
$(LIBS) $(conlibs) -out:$@ @<<$(@B).lnk
$(GAMEOBJ)
$(TTYOBJ)
$(O)nttty.o
$(O)tile.o
$(O)guistub.o
$(O)console.res
<<
@if exist $(O)install.tag del $(O)install.tag
# NetHackW
# full tty linkage libs:
# libs: $(LIBS) $(guilibs) $(COMCTRL)
# objs: $(GAMEOBJ) $(GUIOBJ) $(TTYOBJ) $(O)tile.o $(O)nttty.o
# otherwise:
# libs: $(LIBS) $(guilibs) $(COMCTRL)
# objs: $(GAMEOBJ) $(GUIOBJ) $(O)tile.o $(O)ttystub.o
$(GAMEDIR)\NetHackW.exe : $(O)gamedir.tag $(O)tile.o $(O)ttystub.o \
$(ALLOBJ) $(TTYOBJ) $(GUIOBJ) $(O)winhack.res $(O)gamedir.tag $(KEYDLLS)
@if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR)
@echo Linking $(@:\=/)
$(link) $(lflagsBuild) $(guilflags) /STACK:2048 /PDB:$(GAMEDIR)\$(@B).PDB \
/MAP:$(O)$(@B).MAP $(LIBS) $(guilibs) $(COMCTRL) -out:$@ @<<$(@B).lnk
$(GAMEOBJ)
$(GUIOBJ)
$(O)tile.o
$(O)ttystub.o
$(O)winhack.res
<<
@if exist $(O)install.tag del $(O)install.tag
$(O)gamedir.tag:
@if not exist $(GAMEDIR)\*.* echo creating directory $(GAMEDIR:\=/)
@if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR)
@echo directory created > $@
$(O)nhdefkey.def:
@echo LIBRARY $(@B) >$@
! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64"
! ELSE
@echo EXPORTS >>$@
@echo ProcessKeystroke >>$@
@echo NHkbhit >>$@
@echo CheckInput >>$@
@echo SourceWhere >>$@
@echo SourceAuthor >>$@
@echo KeyHandlerName >>$@
! ENDIF
$(GAMEDIR)\nhdefkey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def
@echo Linking $(@:\=/)
@$(link) $(ldebug) /RELEASE /DLL user32.lib \
/PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \
/IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o
$(O)nh340key.def:
@echo LIBRARY $(@B) >$@
! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64"
! ELSE
@echo EXPORTS >>$@
@echo ProcessKeystroke >>$@
@echo NHkbhit >>$@
@echo CheckInput >>$@
@echo SourceWhere >>$@
@echo SourceAuthor >>$@
@echo KeyHandlerName >>$@
! ENDIF
$(GAMEDIR)\nh340key.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def
@echo Linking $(@:\=/)
@$(link) $(ldebug) /RELEASE /NOLOGO /DLL user32.lib \
/PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \
/IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o
$(O)nhraykey.def:
@echo LIBRARY $(@B) >$@
! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64"
! ELSE
@echo EXPORTS >>$@
@echo ProcessKeystroke >>$@
@echo NHkbhit >>$@
@echo CheckInput >>$@
@echo SourceWhere >>$@
@echo SourceAuthor >>$@
@echo KeyHandlerName >>$@
! ENDIF
$(GAMEDIR)\nhraykey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def
@echo Linking $(@:\=/)
@$(link) $(ldebug) /RELEASE /NOLOGO /DLL user32.lib \
/PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \
/IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o
#
# Secondary Targets.
#
#==========================================
# Makedefs Stuff
#==========================================
$(U)nhsizes.exe: $(O)nhsizes.o
@echo Linking $(@:\=/)
$(link) $(lflagsBuild) -out:$@ $(O)nhsizes.o $(O)panic.o $(O)alloc.o
$(O)nhsizes.o: $(CONFIG_H) nhsizes.c
@$(cc) $(cflagsBuild) -Fo$@ nhsizes.c
$(U)makedefs.exe: $(MAKEOBJS)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(MAKEOBJS)
$(O)makedefs.o: $(CONFIG_H) $(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\objclass.h \
$(INCL)\monsym.h $(INCL)\qtext.h $(INCL)\patchlevel.h \
$(U)makedefs.c
@if not exist $(OBJ)\*.* echo creating directory $(OBJ:\=/)
@if not exist $(OBJ)\*.* mkdir $(OBJ)
@$(cc) $(cflagsBuild) -Fo$@ $(U)makedefs.c
#
# date.h should be remade every time any of the source or include
# files is modified.
#
$(INCL)\date.h $(OPTIONS_FILE) : $(U)makedefs.exe
$(U)makedefs -v
$(INCL)\onames.h : $(U)makedefs.exe
$(U)makedefs -o
$(INCL)\pm.h : $(U)makedefs.exe
$(U)makedefs -p
#$(INCL)\trap.h : $(U)makedefs.exe
# $(U)makedefs -t
$(SRC)\monstr.c: $(U)makedefs.exe
$(U)makedefs -m
$(INCL)\vis_tab.h: $(U)makedefs.exe
$(U)makedefs -z
$(SRC)\vis_tab.c: $(U)makedefs.exe
$(U)makedefs -z
#==========================================
# uudecode utility and uuencoded targets
#==========================================
$(U)uudecode.exe: $(O)uudecode.o
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(O)uudecode.o
$(O)uudecode.o: $(SSYS)\uudecode.c
@$(cc) $(cflagsBuild) /D_CRT_SECURE_NO_DEPRECATE -Fo$@ $(SSYS)\uudecode.c
$(MSWSYS)\NetHack.ico : $(U)uudecode.exe $(MSWSYS)\nhico.uu
chdir $(MSWSYS)
..\..\util\uudecode.exe nhico.uu
chdir ..\..\src
$(MSWIN)\NetHack.ico : $(U)uudecode.exe $(MSWSYS)\nhico.uu
chdir $(MSWIN)
..\..\util\uudecode.exe ../../sys/winnt/nhico.uu
chdir ..\..\src
$(MSWIN)\mnsel.bmp: $(U)uudecode.exe $(MSWIN)\mnsel.uu
chdir $(MSWIN)
..\..\util\uudecode.exe mnsel.uu
chdir ..\..\src
$(MSWIN)\mnselcnt.bmp: $(U)uudecode.exe $(MSWIN)\mnselcnt.uu
chdir $(MSWIN)
..\..\util\uudecode.exe mnselcnt.uu
chdir ..\..\src
$(MSWIN)\mnunsel.bmp: $(U)uudecode.exe $(MSWIN)\mnunsel.uu
chdir $(MSWIN)
..\..\util\uudecode.exe mnunsel.uu
chdir ..\..\src
$(MSWIN)\petmark.bmp: $(U)uudecode.exe $(MSWIN)\petmark.uu
chdir $(MSWIN)
..\..\util\uudecode.exe petmark.uu
chdir ..\..\src
$(MSWIN)\pilemark.bmp: $(U)uudecode.exe $(MSWIN)\pilemark.uu
chdir $(MSWIN)
..\..\util\uudecode.exe pilemark.uu
chdir ..\..\src
$(MSWIN)\rip.bmp: $(U)uudecode.exe $(MSWIN)\rip.uu
chdir $(MSWIN)
..\..\util\uudecode.exe rip.uu
chdir ..\..\src
$(MSWIN)\splash.bmp: $(U)uudecode.exe $(MSWIN)\splash.uu
chdir $(MSWIN)
..\..\util\uudecode.exe splash.uu
chdir ..\..\src
#=================================================
# Level Compiler Stuff
#=================================================
#
# defer to the steps in ..\win\win32\levstuff.mak
#
$(U)lev_yacc.c $(INCL)\lev_comp.h: $(U)lev_comp.y
nmake -nologo -f ..\win\win32\levstuff.mak default
$(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c
@$(cc) $(cflagsBuild) -Fo$@ $(U)lev_yacc.c
$(O)lev_lex.o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) \
$(U)lev_lex.c
@$(cc) $(cflagsBuild) -Fo$@ $(U)lev_lex.c
$(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H)
@$(cc) $(cflagsBuild) -Fo$@ $(U)lev_main.c
$(U)levcomp.exe: $(LEVCOMPOBJS)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(LEVCOMPOBJS:^ =^
)
<<
#=================================================
# Dungeon Compiler Stuff
#=================================================
#
# defer to the steps in ..\win\win32\dgnstuff.mak
#
$(U)dgn_yacc.c $(INCL)\dgn_comp.h : $(U)dgn_comp.y
nmake -nologo -f ..\win\win32\dgnstuff.mak default
$(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h $(U)dgn_yacc.c
@$(cc) $(cflagsBuild) -Fo$@ $(U)dgn_yacc.c
$(O)dgn_lex.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_lex.c
@$(cc) $(cflagsBuild) -Fo$@ $(U)dgn_lex.c
$(O)dgn_main.o: $(HACK_H) $(U)dgn_main.c
@$(cc) $(cflagsBuild) -Fo$@ $(U)dgn_main.c
$(U)dgncomp.exe: $(DGNCOMPOBJS)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(DGNCOMPOBJS:^ =^
)
<<
#=================================================
# Create directory for holding object files
#=================================================
$(O)obj.tag:
@if not exist $(OBJ)\*.* echo creating directory $(OBJ:\=/)
@if not exist $(OBJ)\*.* mkdir $(OBJ)
@echo directory created >$@
#==========================================
# Notify of any CL environment variables
# in effect since they change the compiler
# options.
#==========================================
envchk:
! IF ($(VSVER) < 2010)
@echo Your Visual Studio version is too old or untested ($(_NMAKE_VER))
!ERROR Your Visual Studio version is too old or untested ($(_NMAKE_VER))
! ENDIF
! IF "$(TARGET_CPU)"=="x64"
@echo Windows x64 64-bit build
! ELSE
@echo Windows x86 32-bit build
! ENDIF
! IF "$(CL)"!=""
# @echo Warning, the CL Environment variable is defined:
# @echo CL=$(CL)
! ENDIF
@echo ----
@echo NOTE: This build will include tile support.
@echo ----
#==========================================
#=========== SECONDARY TARGETS ============
#==========================================
#===========================================
# Header files NOT distributed in $(INCL)
#===========================================
$(INCL)\win32api.h: $(MSWSYS)\win32api.h
copy $(MSWSYS)\win32api.h $@
#==========================================
# DLB utility and nhdat file creation
#==========================================
$(U)dlb_main.exe: $(DLBOBJ) $(O)dlb.o
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(O)dlb_main.o
$(O)dlb.o
$(O)alloc.o
$(O)panic.o
<<
$(O)dlb.o: $(O)dlb_main.o $(O)alloc.o $(O)panic.o $(INCL)\dlb.h
@$(cc) $(cflagsBuild) /Fo$@ $(SRC)\dlb.c
$(O)dlb_main.o: $(UTIL)\dlb_main.c $(INCL)\config.h $(INCL)\dlb.h
@$(cc) $(cflagsBuild) /Fo$@ $(UTIL)\dlb_main.c
$(DAT)\porthelp: $(MSWSYS)\porthelp
@copy $(MSWSYS)\porthelp $@ >nul
nhdat: $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(OPTIONS_FILE) \
$(DAT)\quest.dat $(DAT)\rumors $(DAT)\help $(DAT)\hh $(DAT)\cmdhelp \
$(DAT)\history $(DAT)\opthelp $(DAT)\wizhelp $(DAT)\dungeon $(DAT)\porthelp \
$(DAT)\license $(DAT)\engrave $(DAT)\epitaph $(DAT)\bogusmon $(DAT)\tribute $(O)sp_lev.tag
cd $(DAT)
echo data >dlb.lst
echo oracles >>dlb.lst
if exist options echo options >>dlb.lst
if exist ttyoptions echo ttyoptions >>dlb.lst
if exist guioptions echo guioptions >>dlb.lst
if exist porthelp echo porthelp >>dlb.lst
echo quest.dat >>dlb.lst
echo rumors >>dlb.lst
echo engrave >>dlb.lst
echo epitaph >>dlb.lst
echo bogusmon >>dlb.lst
echo tribute >>dlb.lst
echo help >>dlb.lst
echo hh >>dlb.lst
echo cmdhelp >>dlb.lst
echo history >>dlb.lst
echo opthelp >>dlb.lst
echo wizhelp >>dlb.lst
echo dungeon >>dlb.lst
echo license >>dlb.lst
for %%N in (*.lev) do echo %%N >>dlb.lst
$(U)dlb_main cIf dlb.lst $(SRC)\nhdat
cd $(SRC)
#==========================================
# Recover Utility
#==========================================
$(U)recover.exe: $(RECOVOBJS)
@echo Linking $(@:\=/)
$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(RECOVOBJS)
$(O)recover.o: $(CONFIG_H) $(U)recover.c $(INCL)\win32api.h
@$(cc) $(cflagsBuild) -Fo$@ $(U)recover.c
#==========================================
# Tile Mapping
#==========================================
$(SRC)\tile.c: $(U)tilemap.exe
@echo A new $(@:\=/) has been created
@$(U)tilemap
$(U)tilemap.exe: $(O)tilemap.o
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(O)tilemap.o
$(O)tilemap.o: $(WSHR)\tilemap.c $(HACK_H)
@$(cc) $(cflagsBuild) -Fo$@ $(WSHR)\tilemap.c
$(O)tiletx32.o: $(WSHR)\tilemap.c $(HACK_H)
@$(cc) $(cflagsBuild) /DTILETEXT /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tilemap.c
$(O)tiletxt.o: $(WSHR)\tilemap.c $(HACK_H)
@$(cc) $(cflagsBuild) /DTILETEXT -Fo$@ $(WSHR)\tilemap.c
$(O)gifread.o: $(WSHR)\gifread.c $(CONFIG_H) $(TILE_H)
@$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(WSHR)\gifread.c
$(O)gifrd32.o: $(WSHR)\gifread.c $(CONFIG_H) $(TILE_H)
@$(cc) $(cflagsBuild) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\gifread.c
$(O)ppmwrite.o: $(WSHR)\ppmwrite.c $(CONFIG_H) $(TILE_H)
@$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(WSHR)\ppmwrite.c
$(O)tiletext.o: $(WSHR)\tiletext.c $(CONFIG_H) $(TILE_H)
@$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(WSHR)\tiletext.c
$(O)tilete32.o: $(WSHR)\tiletext.c $(CONFIG_H) $(TILE_H)
@$(cc) $(cflagsBuild) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tiletext.c
#==========================================
# Optional Tile Utilities
#==========================================
$(U)gif2txt.exe: $(GIFREADERS) $(TEXT_IO)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(GIFREADERS:^ =^
)
$(TEXT_IO:^ =^
)
<<
$(U)gif2tx32.exe: $(GIFREADERS32) $(TEXT_IO32)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(GIFREADERS32:^ =^
)
$(TEXT_IO32:^ =^
)
<<
$(U)txt2ppm.exe: $(PPMWRITERS) $(TEXT_IO)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(PPMWRITERS:^ =^
)
$(TEXT_IO:^ =^
)
<<
$(TILEBMP16): $(TILEUTIL16) $(TILEFILES)
@echo Creating 16x16 binary tile files (this may take some time)
@$(U)tile2bmp $(TILEBMP16)
#$(TILEBMP32): $(TILEUTIL32) $(TILEFILES32)
# @echo Creating 32x32 binary tile files (this may take some time)
# @$(U)til2bm32 $(TILEBMP32)
$(U)tile2bmp.exe: $(O)tile2bmp.o $(TEXT_IO)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(O)tile2bmp.o
$(TEXT_IO:^ =^
)
<<
$(U)til2bm32.exe: $(O)til2bm32.o $(TEXT_IO32)
@echo Linking $(@:\=/)
@$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
$(O)til2bm32.o
$(TEXT_IO32:^ =^
)
<<
$(O)tile2bmp.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(INCL)\win32api.h
@$(cc) $(cflagsBuild) -I$(WSHR) /DPACKED_FILE /Fo$@ $(WSHR)\tile2bmp.c
$(O)til2bm32.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(INCL)\win32api.h
@$(cc) $(cflagsBuild) -I$(WSHR) /DPACKED_FILE /DTILE_X=32 /DTILE_Y=32 /Fo$@ $(WSHR)\tile2bmp.c
#==========================================
# Housekeeping
#==========================================
spotless: clean
! IF ("$(OBJ)"!="")
if exist $(OBJ)\* rmdir $(OBJ) /s /Q
if exist $(GAMEDIR)\nhdefkey.dll del $(GAMEDIR)\nhdefkey.dll
if exist $(GAMEDIR)\nh340key.dll del $(GAMEDIR)\nh340key.dll
if exist $(GAMEDIR)\nhraykey.dll del $(GAMEDIR)\nhraykey.dll
if exist $(GAMEDIR)\NetHack.exe del $(GAMEDIR)\NetHack.exe
if exist $(GAMEDIR)\NetHack.pdb del $(GAMEDIR)\NetHack.pdb
if exist $(GAMEDIR)\nhdat del $(GAMEDIR)\nhdat
! ENDIF
if exist $(INCL)\date.h del $(INCL)\date.h
if exist $(INCL)\onames.h del $(INCL)\onames.h
if exist $(INCL)\pm.h del $(INCL)\pm.h
if exist $(INCL)\vis_tab.h del $(INCL)\vis_tab.h
if exist $(SRC)\vis_tab.c del $(SRC)\vis_tab.c
if exist $(SRC)\tile.c del $(SRC)\tile.c
if exist $(U)*.lnk del $(U)*.lnk
if exist $(U)*.map del $(U)*.map
if exist $(DAT)\data del $(DAT)\data
if exist $(DAT)\rumors del $(DAT)\rumors
if exist $(DAT)\engrave del $(DAT)\engrave
if exist $(DAT)\epitaph del $(DAT)\epitaph
if exist $(DAT)\bogusmon del $(DAT)\bogusmon
if exist $(DAT)\???-fil?.lev del $(DAT)\???-fil?.lev
if exist $(DAT)\???-goal.lev del $(DAT)\???-goal.lev
if exist $(DAT)\???-loca.lev del $(DAT)\???-loca.lev
if exist $(DAT)\???-strt.lev del $(DAT)\???-strt.lev
if exist $(DAT)\air.lev del $(DAT)\air.lev
if exist $(DAT)\asmodeus.lev del $(DAT)\asmodeus.lev
if exist $(DAT)\astral.lev del $(DAT)\astral.lev
if exist $(DAT)\baalz.lev del $(DAT)\baalz.lev
if exist $(DAT)\bigrm-*.lev del $(DAT)\bigrm-*.lev
if exist $(DAT)\castle.lev del $(DAT)\castle.lev
if exist $(DAT)\data del $(DAT)\data
if exist $(DAT)\dungeon del $(DAT)\dungeon
if exist $(DAT)\dungeon.pdf del $(DAT)\dungeon.pdf
if exist $(DAT)\earth.lev del $(DAT)\earth.lev
if exist $(DAT)\fakewiz?.lev del $(DAT)\fakewiz?.lev
if exist $(DAT)\fire.lev del $(DAT)\fire.lev
if exist $(DAT)\juiblex.lev del $(DAT)\juiblex.lev
if exist $(DAT)\knox.lev del $(DAT)\knox.lev
if exist $(DAT)\medusa-?.lev del $(DAT)\medusa-?.lev
if exist $(DAT)\mine*.lev del $(DAT)\mine*.lev
if exist $(DAT)\options del $(DAT)\options
if exist $(DAT)\ttyoptions del $(DAT)\ttyoptions
if exist $(DAT)\guioptions del $(DAT)\guioptions
if exist $(DAT)\oracle.lev del $(DAT)\oracle.lev
if exist $(DAT)\oracles del $(DAT)\oracles
if exist $(DAT)\orcus.lev del $(DAT)\orcus.lev
if exist $(DAT)\rumors del $(DAT)\rumors
if exist $(DAT)\quest.dat del $(DAT)\quest.dat
if exist $(DAT)\sanctum.lev del $(DAT)\sanctum.lev
if exist $(DAT)\soko?-?.lev del $(DAT)\soko?-?.lev
if exist $(DAT)\tower?.lev del $(DAT)\tower?.lev
if exist $(DAT)\valley.lev del $(DAT)\valley.lev
if exist $(DAT)\water.lev del $(DAT)\water.lev
if exist $(DAT)\wizard?.lev del $(DAT)\wizard?.lev
if exist $(DAT)\dlb.lst del $(DAT)\dlb.lst
if exist $(O)sp_lev.tag del $(O)sp_lev.tag
if exist $(SRC)\monstr.c del $(SRC)\monstr.c
if exist $(SRC)\vis_tab.c del $(SRC)\vis_tab.c
if exist $(U)recover.exe del $(U)recover.exe
if exist nhdat. del nhdat.
if exist $(O)obj.tag del $(O)obj.tag
if exist $(O)gamedir.tag del $(O)gamedir.tag
if exist $(O)nh*key.lib del $(O)nh*key.lib
if exist $(O)nh*key.exp del $(O)nh*key.exp
clean:
if exist $(O)*.o del $(O)*.o
if exist $(O)utility.tag del $(O)utility.tag
if exist $(U)makedefs.exe del $(U)makedefs.exe
if exist $(U)levcomp.exe del $(U)levcomp.exe
if exist $(U)dgncomp.exe del $(U)dgncomp.exe
if exist $(SRC)\*.lnk del $(SRC)\*.lnk
if exist $(SRC)\*.map del $(SRC)\*.map
if exist $(O)install.tag del $(O)install.tag
if exist $(O)console.res del $(O)console.res
if exist $(O)dgncomp.MAP del $(O)dgncomp.MAP
if exist $(O)dgncomp.PDB del $(O)dgncomp.PDB
if exist $(O)dlb_main.MAP del $(O)dlb_main.MAP
if exist $(O)dlb_main.PDB del $(O)dlb_main.PDB
if exist $(O)gamedir.tag del $(O)gamedir.tag
if exist $(O)levcomp.MAP del $(O)levcomp.MAP
if exist $(O)levcomp.PDB del $(O)levcomp.PDB
if exist $(O)makedefs.MAP del $(O)makedefs.MAP
if exist $(O)makedefs.PDB del $(O)makedefs.PDB
if exist $(O)NetHack.MAP del $(O)NetHack.MAP
if exist $(O)nh340key.def del $(O)nh340key.def
if exist $(O)nh340key.exp del $(O)nh340key.exp
if exist $(O)nh340key.lib del $(O)nh340key.lib
if exist $(O)nh340key.map del $(O)nh340key.map
if exist $(O)nh340key.PDB del $(O)nh340key.PDB
if exist $(O)nhdefkey.def del $(O)nhdefkey.def
if exist $(O)nhdefkey.exp del $(O)nhdefkey.exp
if exist $(O)nhdefkey.lib del $(O)nhdefkey.lib
if exist $(O)nhdefkey.map del $(O)nhdefkey.map
if exist $(O)nhdefkey.PDB del $(O)nhdefkey.PDB
if exist $(O)nhraykey.def del $(O)nhraykey.def
if exist $(O)nhraykey.exp del $(O)nhraykey.exp
if exist $(O)nhraykey.lib del $(O)nhraykey.lib
if exist $(O)nhraykey.map del $(O)nhraykey.map
if exist $(O)nhraykey.PDB del $(O)nhraykey.PDB
if exist $(O)obj.tag del $(O)obj.tag
if exist $(O)sp_lev.tag del $(O)sp_lev.tag
if exist $(O)uudecode.MAP del $(O)uudecode.MAP
if exist $(O)uudecode.PDB del $(O)uudecode.PDB
rem
rem defer to the steps in ..\win\win32\levstuff.mak
rem
nmake -nologo -f ..\win\win32\levstuff.mak clean
rem
rem defer to the steps in ..\win\win32\dgnstuff.mak
rem
nmake -nologo -f ..\win\win32\dgnstuff.mak clean
if exist $(TILEBMP16) del $(TILEBMP16)
if exist $(TILEBMP32) del $(TILEBMP32)
#===================================================================
# OTHER DEPENDENCIES
#===================================================================
#
# dat dependencies
#
$(DAT)\data: $(O)utility.tag $(DATABASE)
$(U)makedefs -d
$(DAT)\rumors: $(O)utility.tag $(DAT)\rumors.tru $(DAT)\rumors.fal
$(U)makedefs -r
$(DAT)\quest.dat: $(O)utility.tag $(DAT)\quest.txt
$(U)makedefs -q
$(DAT)\oracles: $(O)utility.tag $(DAT)\oracles.txt
$(U)makedefs -h
$(DAT)\engrave: $(DAT)\engrave.txt $(U)makedefs.exe
$(U)makedefs -s
$(DAT)\epitaph: $(DAT)\epitaph.txt $(U)makedefs.exe
$(U)makedefs -s
$(DAT)\bogusmon: $(DAT)\bogusmon.txt $(U)makedefs.exe
$(U)makedefs -s
$(DAT)\dungeon: $(O)utility.tag $(DAT)\dungeon.def
$(U)makedefs -e
cd $(DAT)
$(U)dgncomp dungeon.pdf
cd $(SRC)
#
# NT dependencies
#
$(O)nttty.o: $(HACK_H) $(TILE_H) $(INCL)\win32api.h $(MSWSYS)\nttty.c
@$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(MSWSYS)\nttty.c
$(O)winnt.o: $(HACK_H) $(INCL)\win32api.h $(MSWSYS)\winnt.c
@$(cc) $(cflagsBuild) -Fo$@ $(MSWSYS)\winnt.c
$(O)ntsound.o: $(HACK_H) $(MSWSYS)\ntsound.c
@$(cc) $(cflagsBuild) -Fo$@ $(MSWSYS)\ntsound.c
#if you aren't linking in the full gui then
#include the following stub for proper linkage.
$(O)guistub.o: $(HACK_H) $(MSWSYS)\stubs.c
@$(cc) $(cflagsBuild) -DGUISTUB -Fo$@ $(MSWSYS)\stubs.c
#if you aren't linking in the full tty then
#include the following stub for proper linkage.
$(O)ttystub.o: $(HACK_H) $(MSWSYS)\stubs.c
@$(cc) $(cflagsBuild) -DTTYSTUB -Fo$@ $(MSWSYS)\stubs.c
#
# util dependencies
#
$(O)panic.o: $(U)panic.c $(CONFIG_H)
@$(cc) $(cflagsBuild) -Fo$@ $(U)panic.c
#
# sys/share dependencies
#
(O)cppregex.o: $(O)cppregex.cpp $(HACK_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\cppregex.cpp
#
# The rest are stolen from sys/unix/Makefile.src,
# with the following changes:
# * ../include changed to $(INCL)
# * slashes changed to back-slashes
# * -c (which is included in CFLAGS) substituted with -Fo$@
# * $(CFLAGS) replaced with $(cflagsBuild)
# * $(CC) replaced with @$(CC)
# * targets prefixed with $(O)
# * the single win32api.h reference uncommented
# but otherwise untouched.
# That means that there is some irrelevant stuff
# in here, but maintenance should be easier.
#
$(O)tos.o: ..\sys\atari\tos.c $(HACK_H) $(INCL)\tcap.h
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\atari\tos.c
$(O)pcmain.o: ..\sys\share\pcmain.c $(HACK_H) $(INCL)\dlb.h \
$(INCL)\win32api.h
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\pcmain.c
$(O)pcsys.o: ..\sys\share\pcsys.c $(HACK_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\pcsys.c
$(O)pctty.o: ..\sys\share\pctty.c $(HACK_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\pctty.c
$(O)pcunix.o: ..\sys\share\pcunix.c $(HACK_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\pcunix.c
$(O)random.o: ..\sys\share\random.c $(HACK_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\random.c
$(O)ioctl.o: ..\sys\share\ioctl.c $(HACK_H) $(INCL)\tcap.h
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\ioctl.c
$(O)unixtty.o: ..\sys\share\unixtty.c $(HACK_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\unixtty.c
$(O)unixmain.o: ..\sys\unix\unixmain.c $(HACK_H) $(INCL)\dlb.h
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\unix\unixmain.c
$(O)unixunix.o: ..\sys\unix\unixunix.c $(HACK_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\unix\unixunix.c
$(O)unixres.o: ..\sys\unix\unixres.c $(CONFIG_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\unix\unixres.c
$(O)bemain.o: ..\sys\be\bemain.c $(HACK_H) $(INCL)\dlb.h
@$(CC) $(cflagsBuild) -Fo$@ ..\sys\be\bemain.c
$(O)getline.o: ..\win\tty\getline.c $(HACK_H) $(INCL)\func_tab.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\getline.c
$(O)termcap.o: ..\win\tty\termcap.c $(HACK_H) $(INCL)\tcap.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\termcap.c
$(O)topl.o: ..\win\tty\topl.c $(HACK_H) $(INCL)\tcap.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\topl.c
$(O)wintty.o: ..\win\tty\wintty.c $(HACK_H) $(INCL)\dlb.h $(INCL)\tcap.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\wintty.c
$(O)Window.o: ..\win\X11\Window.c $(INCL)\xwindowp.h $(INCL)\xwindow.h \
$(CONFIG_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\Window.c
$(O)dialogs.o: ..\win\X11\dialogs.c $(CONFIG_H)
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\dialogs.c
$(O)winX.o: ..\win\X11\winX.c $(HACK_H) $(INCL)\winX.h $(INCL)\dlb.h \
..\win\X11\nh72icon ..\win\X11\nh56icon ..\win\X11\nh32icon
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winX.c
$(O)winmap.o: ..\win\X11\winmap.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\dlb.h \
$(INCL)\winX.h $(INCL)\tile2x11.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmap.c
$(O)winmenu.o: ..\win\X11\winmenu.c $(HACK_H) $(INCL)\winX.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmenu.c
$(O)winmesg.o: ..\win\X11\winmesg.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\winX.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmesg.c
$(O)winmisc.o: ..\win\X11\winmisc.c $(HACK_H) $(INCL)\func_tab.h \
$(INCL)\winX.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmisc.c
$(O)winstat.o: ..\win\X11\winstat.c $(HACK_H) $(INCL)\winX.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winstat.c
$(O)wintext.o: ..\win\X11\wintext.c $(HACK_H) $(INCL)\winX.h $(INCL)\xwindow.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\wintext.c
$(O)winval.o: ..\win\X11\winval.c $(HACK_H) $(INCL)\winX.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winval.c
$(O)tile.o: $(SRC)\tile.c $(HACK_H)
$(O)gnaskstr.o: ..\win\gnome\gnaskstr.c ..\win\gnome\gnaskstr.h \
..\win\gnome\gnmain.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnaskstr.c
$(O)gnbind.o: ..\win\gnome\gnbind.c ..\win\gnome\gnbind.h ..\win\gnome\gnmain.h \
..\win\gnome\gnmenu.h ..\win\gnome\gnaskstr.h \
..\win\gnome\gnyesno.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnbind.c
$(O)gnglyph.o: ..\win\gnome\gnglyph.c ..\win\gnome\gnglyph.h $(INCL)\tile2x11.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnglyph.c
$(O)gnmain.o: ..\win\gnome\gnmain.c ..\win\gnome\gnmain.h ..\win\gnome\gnsignal.h \
..\win\gnome\gnbind.h ..\win\gnome\gnopts.h $(HACK_H) \
$(INCL)\date.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmain.c
$(O)gnmap.o: ..\win\gnome\gnmap.c ..\win\gnome\gnmap.h ..\win\gnome\gnglyph.h \
..\win\gnome\gnsignal.h $(HACK_H)
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmap.c
$(O)gnmenu.o: ..\win\gnome\gnmenu.c ..\win\gnome\gnmenu.h ..\win\gnome\gnmain.h \
..\win\gnome\gnbind.h $(INCL)\func_tab.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmenu.c
$(O)gnmesg.o: ..\win\gnome\gnmesg.c ..\win\gnome\gnmesg.h ..\win\gnome\gnsignal.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmesg.c
$(O)gnopts.o: ..\win\gnome\gnopts.c ..\win\gnome\gnopts.h ..\win\gnome\gnglyph.h \
..\win\gnome\gnmain.h ..\win\gnome\gnmap.h $(HACK_H)
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnopts.c
$(O)gnplayer.o: ..\win\gnome\gnplayer.c ..\win\gnome\gnplayer.h \
..\win\gnome\gnmain.h $(HACK_H)
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnplayer.c
$(O)gnsignal.o: ..\win\gnome\gnsignal.c ..\win\gnome\gnsignal.h \
..\win\gnome\gnmain.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnsignal.c
$(O)gnstatus.o: ..\win\gnome\gnstatus.c ..\win\gnome\gnstatus.h \
..\win\gnome\gnsignal.h ..\win\gnome\gn_xpms.h \
..\win\gnome\gnomeprv.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnstatus.c
$(O)gntext.o: ..\win\gnome\gntext.c ..\win\gnome\gntext.h ..\win\gnome\gnmain.h \
..\win\gnome\gn_rip.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gntext.c
$(O)gnyesno.o: ..\win\gnome\gnyesno.c ..\win\gnome\gnbind.h ..\win\gnome\gnyesno.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnyesno.c
$(O)gnworn.o: ..\win\gnome\gnworn.c ..\win\gnome\gnworn.h ..\win\gnome\gnglyph.h \
..\win\gnome\gnsignal.h ..\win\gnome\gnomeprv.h
@$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnworn.c
$(O)wingem.o: ..\win\gem\wingem.c $(HACK_H) $(INCL)\func_tab.h $(INCL)\dlb.h \
$(INCL)\patchlevel.h $(INCL)\wingem.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\wingem.c
$(O)wingem1.o: ..\win\gem\wingem1.c $(INCL)\gem_rsc.h $(INCL)\load_img.h \
$(INCL)\gr_rect.h $(INCL)\wintype.h $(INCL)\wingem.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\wingem1.c
$(O)load_img.o: ..\win\gem\load_img.c $(INCL)\load_img.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\load_img.c
$(O)gr_rect.o: ..\win\gem\gr_rect.c $(INCL)\gr_rect.h
@$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\gr_rect.c
$(O)tile.o: $(SRC)\tile.c $(HACK_H)
$(O)qt_win.o: ..\win\Qt\qt_win.cpp $(HACK_H) $(INCL)\func_tab.h \
$(INCL)\dlb.h $(INCL)\patchlevel.h $(INCL)\tile2x11.h \
$(INCL)\qt_win.h $(INCL)\qt_clust.h $(INCL)\qt_kde0.h \
$(INCL)\qt_xpms.h qt_win.moc qt_kde0.moc qttableview.moc
$(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qt_win.cpp
$(O)qt_clust.o: ..\win\Qt\qt_clust.cpp $(INCL)\qt_clust.h
$(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qt_clust.cpp
$(O)qttableview.o: ..\win\Qt\qttableview.cpp $(INCL)\qttableview.h
$(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qttableview.cpp
$(O)wc_chainin.o: ..\win\chain\wc_chainin.c $(HACK_H)
@$(cc) $(cflagsBuild) -Fo$@ ..\win\chain\wc_chainin.c
$(O)wc_chainout.o: ..\win\chain\wc_chainout.c $(HACK_H)
@$(cc) $(cflagsBuild) -Fo$@ ..\win\chain\wc_chainout.c
$(O)wc_trace.o: ..\win\chain\wc_trace.c $(HACK_H) $(INCL)\func_tab.h
@$(cc) $(cflagsBuild) -Fo$@ ..\win\chain\wc_trace.c
$(O)monstr.o: monstr.c $(CONFIG_H)
$(O)vis_tab.o: vis_tab.c $(CONFIG_H) $(INCL)\vis_tab.h
$(O)allmain.o: allmain.c $(HACK_H)
$(O)alloc.o: alloc.c $(CONFIG_H)
$(O)apply.o: apply.c $(HACK_H)
$(O)artifact.o: artifact.c $(HACK_H) $(INCL)\artifact.h $(INCL)\artilist.h
$(O)attrib.o: attrib.c $(HACK_H)
$(O)ball.o: ball.c $(HACK_H)
$(O)bones.o: bones.c $(HACK_H) $(INCL)\lev.h
$(O)botl.o: botl.c $(HACK_H)
$(O)cmd.o: cmd.c $(HACK_H) $(INCL)\func_tab.h
$(O)dbridge.o: dbridge.c $(HACK_H)
$(O)decl.o: decl.c $(HACK_H)
$(O)detect.o: detect.c $(HACK_H) $(INCL)\artifact.h
$(O)dig.o: dig.c $(HACK_H)
$(O)display.o: display.c $(HACK_H)
$(O)dlb.o: dlb.c $(CONFIG_H) $(INCL)\dlb.h
$(O)do.o: do.c $(HACK_H) $(INCL)\lev.h
$(O)do_name.o: do_name.c $(HACK_H)
$(O)do_wear.o: do_wear.c $(HACK_H)
$(O)dog.o: dog.c $(HACK_H)
$(O)dogmove.o: dogmove.c $(HACK_H) $(INCL)\mfndpos.h
$(O)dokick.o: dokick.c $(HACK_H)
$(O)dothrow.o: dothrow.c $(HACK_H)
$(O)drawing.o: drawing.c $(HACK_H) $(INCL)\tcap.h
$(O)dungeon.o: dungeon.c $(HACK_H) $(INCL)\dgn_file.h $(INCL)\dlb.h
$(O)eat.o: eat.c $(HACK_H)
$(O)end.o: end.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h
$(O)engrave.o: engrave.c $(HACK_H) $(INCL)\lev.h
$(O)exper.o: exper.c $(HACK_H)
$(O)explode.o: explode.c $(HACK_H)
$(O)extralev.o: extralev.c $(HACK_H)
$(O)files.o: files.c $(HACK_H) $(INCL)\dlb.h #zlib.h
$(O)fountain.o: fountain.c $(HACK_H)
$(O)hack.o: hack.c $(HACK_H)
$(O)hacklib.o: hacklib.c $(HACK_H)
$(O)invent.o: invent.c $(HACK_H)
$(O)light.o: light.c $(HACK_H) $(INCL)\lev.h
$(O)lock.o: lock.c $(HACK_H)
$(O)mail.o: mail.c $(HACK_H) $(INCL)\mail.h
$(O)makemon.o: makemon.c $(HACK_H)
$(O)mapglyph.o: mapglyph.c $(HACK_H)
$(O)mcastu.o: mcastu.c $(HACK_H)
$(O)mhitm.o: mhitm.c $(HACK_H) $(INCL)\artifact.h
$(O)mhitu.o: mhitu.c $(HACK_H) $(INCL)\artifact.h
$(O)minion.o: minion.c $(HACK_H)
$(O)mklev.o: mklev.c $(HACK_H)
$(O)mkmap.o: mkmap.c $(HACK_H) $(INCL)\sp_lev.h
$(O)mkmaze.o: mkmaze.c $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev.h
$(O)mkobj.o: mkobj.c $(HACK_H)
$(O)mkroom.o: mkroom.c $(HACK_H)
$(O)mon.o: mon.c $(HACK_H) $(INCL)\mfndpos.h
$(O)mondata.o: mondata.c $(HACK_H)
$(O)monmove.o: monmove.c $(HACK_H) $(INCL)\mfndpos.h $(INCL)\artifact.h
$(O)monst.o: monst.c $(CONFIG_H) $(INCL)\permonst.h $(INCL)\align.h \
$(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\monsym.h \
$(INCL)\color.h
$(O)mplayer.o: mplayer.c $(HACK_H)
$(O)mthrowu.o: mthrowu.c $(HACK_H)
$(O)muse.o: muse.c $(HACK_H)
$(O)music.o: music.c $(HACK_H) #interp.c
$(O)o_init.o: o_init.c $(HACK_H) $(INCL)\lev.h
$(O)objects.o: objects.c $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h \
$(INCL)\prop.h $(INCL)\skills.h $(INCL)\color.h
$(O)objnam.o: objnam.c $(HACK_H)
$(O)options.o: options.c $(CONFIG_H) $(INCL)\objclass.h $(INCL)\flag.h \
$(HACK_H) $(INCL)\tcap.h
$(O)pager.o: pager.c $(HACK_H) $(INCL)\dlb.h
$(O)pickup.o: pickup.c $(HACK_H)
$(O)pline.o: pline.c $(HACK_H)
$(O)polyself.o: polyself.c $(HACK_H)
$(O)potion.o: potion.c $(HACK_H)
$(O)pray.o: pray.c $(HACK_H)
$(O)priest.o: priest.c $(HACK_H) $(INCL)\mfndpos.h
$(O)quest.o: quest.c $(HACK_H) $(INCL)\qtext.h
$(O)questpgr.o: questpgr.c $(HACK_H) $(INCL)\dlb.h $(INCL)\qtext.h
$(O)read.o: read.c $(HACK_H)
$(O)rect.o: rect.c $(HACK_H)
$(O)region.o: region.c $(HACK_H) $(INCL)\lev.h
$(O)restore.o: restore.c $(HACK_H) $(INCL)\lev.h $(INCL)\tcap.h
$(O)rip.o: rip.c $(HACK_H)
$(O)rnd.o: rnd.c $(HACK_H)
$(O)role.o: role.c $(HACK_H)
$(O)rumors.o: rumors.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h
$(O)save.o: save.c $(HACK_H) $(INCL)\lev.h
$(O)shk.o: shk.c $(HACK_H)
$(O)shknam.o: shknam.c $(HACK_H)
$(O)sit.o: sit.c $(HACK_H) $(INCL)\artifact.h
$(O)sounds.o: sounds.c $(HACK_H)
$(O)sp_lev.o: sp_lev.c $(HACK_H) $(INCL)\dlb.h $(INCL)\sp_lev.h
$(O)spell.o: spell.c $(HACK_H)
$(O)steal.o: steal.c $(HACK_H)
$(O)steed.o: steed.c $(HACK_H)
$(O)sys.o: sys.c $(HACK_H)
$(O)teleport.o: teleport.c $(HACK_H)
$(O)timeout.o: timeout.c $(HACK_H) $(INCL)\lev.h
$(O)topten.o: topten.c $(HACK_H) $(INCL)\dlb.h $(INCL)\patchlevel.h
$(O)track.o: track.c $(HACK_H)
$(O)trap.o: trap.c $(HACK_H)
$(O)u_init.o: u_init.c $(HACK_H)
$(O)uhitm.o: uhitm.c $(HACK_H)
$(O)vault.o: vault.c $(HACK_H)
$(O)version.o: version.c $(HACK_H) $(INCL)\dlb.h $(INCL)\date.h \
$(INCL)\patchlevel.h
$(O)vision.o: vision.c $(HACK_H) $(INCL)\vis_tab.h
$(O)weapon.o: weapon.c $(HACK_H)
$(O)were.o: were.c $(HACK_H)
$(O)wield.o: wield.c $(HACK_H)
$(O)windows.o: windows.c $(HACK_H) $(INCL)\wingem.h $(INCL)\winGnome.h
$(O)wizard.o: wizard.c $(HACK_H) $(INCL)\qtext.h
$(O)worm.o: worm.c $(HACK_H) $(INCL)\lev.h
$(O)worn.o: worn.c $(HACK_H)
$(O)write.o: write.c $(HACK_H)
$(O)zap.o: zap.c $(HACK_H)
# end of file